Skip to content

path Set

Sub-commandPathfindingNew in Reforged
path set {option} {value}
Sets
#PathState

Also searchable as: path Set

path set changes one option of path find and of the walk (path go, path walk, path step). The options last until the script is started again, which puts them back to the defaults below.

Option Default Meaning
accuracy 0 The route may end this many tiles from the goal, in any direction.
accuracyz 5 When path find is given a height, the route may end this much above or below it.
maxnodes 1000000 How many places the search may look at before it gives up (#PathState budget).
timeout 5s How long the search may take before it gives up (timeout). A time is a number of ticks of 50 ms, or a whole number of seconds followed by s.
margin 100 The search only looks this many tiles beyond the rectangle around start and goal (and around the links it can use). A route that needs a longer detour needs a bigger margin.
turncost 30 What a change of direction costs, in hundredths of a step. The client turns before it steps in a new direction, which takes time.
heuristic 100 How strongly the search heads for the goal, in percent. Above 100 the search is faster, but the route may be a little longer, with more turns.
difs off on also reads the client’s map patch files (mapdif*, stadif*). The client only uses them when the shard tells it to.

The walk:

Option Default Meaning
mode auto How to walk. steps: one step at a time with the walk macro. client: send the client’s own pathfinder to points along the route (where EasyUO Reforged knows it; else steps). auto is steps for now.
lead 18 In client mode, how far from the character, in tiles, a point may be.
mobiles block ignore plans through creatures, as if they weren’t there. Your own character is never in the way.
doors on on: a route may go through a door, which the walker opens, except the doors of player houses. all: those too, to walk into your own house. off: doors are walls.
doorcost 50 What going through a door costs on top of the step, in hundredths of a step.
blocktime 60s How long the walker avoids a place where a step was refused. A time, as for timeout.
check 12 How far ahead, in tiles from the character, the walker asks the client itself whether the route can be walked (see path check). A tile the client refuses is avoided like a refused step, before the character gets there. 0 never asks.
log off A file the walker writes what it does to, one line each time it decides something: the waypoints it sends, the refusals and why, the replans, the steps, the doors. A name without a folder goes in the EasyUO Reforged folder; lines are added at the end. off stops it. For when a walk doesn’t do what you expect.

#PathState is ok, or error: … for an unknown option or a bad value.

path set accuracy 1 ; next to the goal is close enough
path set timeout 10s ; long trips across the facet
path set mobiles ignore ; push through crowds
path go 2505 552
halt

See also